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- /**************************************************************************/
- /* audio_effect_phaser.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "audio_effect_phaser.h"
- #include "core/math/math_funcs.h"
- #include "servers/audio_server.h"
- void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
- float sampling_rate = AudioServer::get_singleton()->get_mix_rate();
- float dmin = base->range_min / (sampling_rate / 2.0);
- float dmax = base->range_max / (sampling_rate / 2.0);
- float increment = Math_TAU * (base->rate / sampling_rate);
- for (int i = 0; i < p_frame_count; i++) {
- phase += increment;
- while (phase >= Math_TAU) {
- phase -= Math_TAU;
- }
- float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
- //update filter coeffs
- for (int j = 0; j < 6; j++) {
- allpass[0][j].delay(d);
- allpass[1][j].delay(d);
- }
- //calculate output
- float y = allpass[0][0].update(
- allpass[0][1].update(
- allpass[0][2].update(
- allpass[0][3].update(
- allpass[0][4].update(
- allpass[0][5].update(p_src_frames[i].left + h.left * base->feedback))))));
- h.left = y;
- p_dst_frames[i].left = p_src_frames[i].left + y * base->depth;
- y = allpass[1][0].update(
- allpass[1][1].update(
- allpass[1][2].update(
- allpass[1][3].update(
- allpass[1][4].update(
- allpass[1][5].update(p_src_frames[i].right + h.right * base->feedback))))));
- h.right = y;
- p_dst_frames[i].right = p_src_frames[i].right + y * base->depth;
- }
- }
- Ref<AudioEffectInstance> AudioEffectPhaser::instantiate() {
- Ref<AudioEffectPhaserInstance> ins;
- ins.instantiate();
- ins->base = Ref<AudioEffectPhaser>(this);
- ins->phase = 0;
- ins->h = AudioFrame(0, 0);
- return ins;
- }
- void AudioEffectPhaser::set_range_min_hz(float p_hz) {
- range_min = p_hz;
- }
- float AudioEffectPhaser::get_range_min_hz() const {
- return range_min;
- }
- void AudioEffectPhaser::set_range_max_hz(float p_hz) {
- range_max = p_hz;
- }
- float AudioEffectPhaser::get_range_max_hz() const {
- return range_max;
- }
- void AudioEffectPhaser::set_rate_hz(float p_hz) {
- rate = p_hz;
- }
- float AudioEffectPhaser::get_rate_hz() const {
- return rate;
- }
- void AudioEffectPhaser::set_feedback(float p_fbk) {
- feedback = p_fbk;
- }
- float AudioEffectPhaser::get_feedback() const {
- return feedback;
- }
- void AudioEffectPhaser::set_depth(float p_depth) {
- depth = p_depth;
- }
- float AudioEffectPhaser::get_depth() const {
- return depth;
- }
- void AudioEffectPhaser::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_range_min_hz", "hz"), &AudioEffectPhaser::set_range_min_hz);
- ClassDB::bind_method(D_METHOD("get_range_min_hz"), &AudioEffectPhaser::get_range_min_hz);
- ClassDB::bind_method(D_METHOD("set_range_max_hz", "hz"), &AudioEffectPhaser::set_range_max_hz);
- ClassDB::bind_method(D_METHOD("get_range_max_hz"), &AudioEffectPhaser::get_range_max_hz);
- ClassDB::bind_method(D_METHOD("set_rate_hz", "hz"), &AudioEffectPhaser::set_rate_hz);
- ClassDB::bind_method(D_METHOD("get_rate_hz"), &AudioEffectPhaser::get_rate_hz);
- ClassDB::bind_method(D_METHOD("set_feedback", "fbk"), &AudioEffectPhaser::set_feedback);
- ClassDB::bind_method(D_METHOD("get_feedback"), &AudioEffectPhaser::get_feedback);
- ClassDB::bind_method(D_METHOD("set_depth", "depth"), &AudioEffectPhaser::set_depth);
- ClassDB::bind_method(D_METHOD("get_depth"), &AudioEffectPhaser::get_depth);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range_min_hz", PROPERTY_HINT_RANGE, "10,10000,suffix:Hz"), "set_range_min_hz", "get_range_min_hz");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range_max_hz", PROPERTY_HINT_RANGE, "10,10000,suffix:Hz"), "set_range_max_hz", "get_range_max_hz");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rate_hz", PROPERTY_HINT_RANGE, "0.01,20,suffix:Hz"), "set_rate_hz", "get_rate_hz");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback", PROPERTY_HINT_RANGE, "0.1,0.9,0.1"), "set_feedback", "get_feedback");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.1,4,0.1"), "set_depth", "get_depth");
- }
- AudioEffectPhaser::AudioEffectPhaser() {
- range_min = 440;
- range_max = 1600;
- rate = 0.5;
- feedback = 0.7;
- depth = 1;
- }
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